It would be cool, although I don't quite know how it would produce anything other than random squadrons. Would it spawn random objective craft as well? Imagine trying to defend a freighter with 5 enemy squadrons all over the map ...

It won't work at present because CMass does not allow user control of the flotillas. You can create missions at will and on a random basis, they will be selected to fly. The problem is that the flotillas are a fixed and hard coded set of data. This is not the first time this general possibility has been discussed.

There are several improvements I'd like to see in CMass including full control of flotillas, ships, and missiles. It would be nice to have more missiles and maybe a "command" ship that would allow direct control of your wingmen.

A random mission generator would by default never be capable of setting up a more complex mission than the design limits of the random elements generated.

Fusion_power wrote:It won't work at present because CMass does not allow user control of the flotillas. You can create missions at will and on a random basis, they will be selected to fly. The problem is that the flotillas are a fixed and hard coded set of data. This is not the first time this general possibility has been discussed.

(...)

A random mission generator would by default never be capable of setting up a more complex mission than the design limits of the random elements generated.

You're right by saying that a random mission generator, at present, would be limited to the capabilities of the mission editor; yet this does not mean it wouldn't be useful.

The way I imagine it is the following: - There should be rules for different mission types (at least: attack, ambush, destroy, defend, protect, reinforcement, war); - The player should be able either to choose the mission type or to let the computer randomly choose it; - Once the mission type is choosen, a random mission is generated following the rules of that mission type, and then weighted up with the current level of the commander (= # of credits). - The rules for a mission type could include: % of friendly objectives, friendly fleets, enemy objectives, and enemy allied fleets; type of objectives (civilian, offensive); maybe allowed starting positions. This way, an attack mission would have no friendly objectives, some enemy objectives (civilian), some allied fleets (both friendly and enemy). A defend mission would be similar, but with friendly objectives (civilian) and without enemy objectives. An ambush mission would be similar to an attack one, but with offensive enemy objectives. A war mission, instead, would have enemy objectives (offensive) and allied friendly ships, without allied enemy fleets and friendly objectives.

n-drx wrote:The way I imagine it is the following: - There should be rules for different mission types (at least: attack, ambush, destroy, defend, protect, reinforcement, war); - The player should be able either to choose the mission type or to let the computer randomly choose it; - Once the mission type is choosen, a random mission is generated following the rules of that mission type, and then weighted up with the current level of the commander (= # of credits). - The rules for a mission type could include: % of friendly objectives, friendly fleets, enemy objectives, and enemy allied fleets; type of objectives (civilian, offensive); maybe allowed starting positions. This way, an attack mission would have no friendly objectives, some enemy objectives (civilian), some allied fleets (both friendly and enemy). A defend mission would be similar, but with friendly objectives (civilian) and without enemy objectives. An ambush mission would be similar to an attack one, but with offensive enemy objectives. A war mission, instead, would have enemy objectives (offensive) and allied friendly ships, without allied enemy fleets and friendly objectives.

Hehehe, that is all pretty interesting...

-- NEITHER FOR NOR AGAINST (quite the reverse!) --LIFE'S A TRAP. WE WON'T GET OUT OF IT ALIVE!

Fusion_power wrote:...CMass does not allow user control of the flotillas. (...) There are several improvements I'd like to see in CMass including full control of flotillas...

I'd like it too. As of today there's not much difference in authority between a lieutenant and an admiral. That's a bit strange. Furthermore there's no real possibility to have allied different squadrons coordinate or combine their action either. I often happen to regret there is no such tactical possibility. IMO that's indeed a matter to wonder about with a view to a future CM version. May be some optional choices only should be offered (so as to allow players to keep the present game as it is -- for all those that like it so and want no change).

-- NEITHER FOR NOR AGAINST (quite the reverse!) --LIFE'S A TRAP. WE WON'T GET OUT OF IT ALIVE!